n a coming episode of the television show
"Friends," here's what might happen. Ross arrives and starts
to whine. Suddenly an armor-clad warrior rushes in and with a
blast from a space-age weapon reduces Ross to a pile of
twitching viscera. But the show must go on, so Ross pulls
himself together and rises to complete his sniveling
soliloquy. Just as he finishes, he is slaughtered again. Call
this episode "The One Where Ross Is Repeatedly Annihilated by
a Plasma Rifle."
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Except that this full-combat "Friends" takeoff will be seen
on the Internet, not on television. And rather than a cozy New
York cafe built on a Hollywood sound stage, the show's setting
will be the futuristic digital scenery of "Quake III Arena,"
the ultraviolent computer game.
This marriage of carnage and comedy is the creation of
Joseph DeLappe, an artist and professor at the University of
Nevada, Reno. On Saturday Mr. DeLappe and five fellow players
will convene in cyberspace to perform "Quake/Friends." The
actors will appear on the computer screen as typical "Quake"
gladiators, but each will have assumed the role and identity
of a "Friends" character. Then, using the game's
instant-message system, they will re-enact the real show's
1994 pilot episode in the "Quake" space by typing and
transmitting dialogue to other players' screens.
So far, so dull. But online performance is, in a way, a
form of street theater, and audience participation is expected
to enliven the action. While the "Quake/Friends" actors won't
fire their weapons, unsuspecting "Quake" players will notice
that a game is under way and will be able to enter the show
with their own guns blazing. In a game whose sole goal is to
kill as many as possible, Monica will be mowed down and
Chandler chopped in half. Happily, actors who die can, at the
click of a button, return to the virtual stage and continue
delivering their lines, a concept any actor would cheer.
"Friends" was recently renewed for a 10th and final season.
Anyone puzzled by its sustained success should greatly enjoy
the notion of its congenially witless characters being
dispatched in such gruesome fashion. At the same time, by
executing the six beloved "Friends" characters instead of
anonymous warriors, "Quake/Friends" effectively exposes the
shameful violence at the heart of many computer games.
The "Quake/Friends" project is another instance of using a
computer game as a medium for creative expression and cultural
criticism. While the first examples were mostly commentaries
on the games themselves, the latest projects have grander
ambitions.
Mr. DeLappe said he was motivated to combine the brutal
"Quake" and the genteel "Friends" because both are pop-culture
creations that "present a fantasy, a simplistic view" of the
world. He said the "Friends" characters' happy life in New
York is "this perfect existence, and it's totally fake." To
him the "Quake" violence is equally phony. "You're killed but
you're instantly O.K.," he said. "There's no real consequences
to it."
There are other similarities as well. Both "Quake" and
"Friends" take place within tightly defined universes. The
action on "Friends," such as it is, rarely occurs outside the
characters' apartments or the Central Perk cafe, while "Quake"
shoot-outs are confined to their computer-generated
environments.
Nor is it obvious whether it is "Quake" or "Friends" that
can claim to have the most three-dimensional characters. Both
function on a set of predetermined rules. So just as we can
predict that an opponent will need to reload at a certain
point, we also know that Joey won't get the joke. As for
character development, neither Phoebe nor the gun-toting
skeleton has matured much since we first met them.
But Mr. DeLappe is less interested in cultural criticism
than in establishing the Internet as a new kind of theater.
Computer interaction is not usually considered to be a form of
performance, but it can be. We adopt roles. We communicate in
real time. We speak publicly. It is something of a cliché to
say all the World Wide Web's a stage, but there is some truth
in it, too.
No one wants to watch Shakespeare on a computer screen, but
to determine what will work theatrically on the Internet, it
makes sense to experiment with a classic text from another
medium. In 2001 Mr. DeLappe started "reading" antiwar poems
into computer games like "Medal of Honor," a game that
simulates World War II, in an attempt to provoke a reaction
from other players. He held a private "Quake/Friends"
performance last fall.
With this "Quake/Friends," Mr. DeLappe, 39, has upped the
ante. It will be staged in the campus art gallery with six
large screens displaying what each actor sees as he delivers
his lines. A Webcam will allow online viewers to observe from
afar. (The performance, which is expected to last two to three
hours, is scheduled to start at 10 p.m. Eastern time, and will
be accessible online at delappe.ws.)
Rachel Greene is the author of the forthcoming "Internet
Art" (Thames & Hudson, 2004). In a telephone conversation
she compared "Quake/Friends" to the conceptual-art
"happenings" of the 60's. Like those performances, she said,
Mr. DeLappe's project does work from a script. "But in other
ways it's very much not scripted," she added. "And it is in
this very particular environment."
Mr. DeLappe is not the first to conduct such experiments
with Internet theater. In 1998 computer scientists performed a
version of "A Midsummer Night's Dream" in a crudely rendered
3-D environment. It was not for the faint of heart or slow of
modem. In 1997 Desktop Theater, an experimental online group,
staged a reading of "Waiting for Godot" within an Internet
chat room. The play's main characters were represented by
lime-green circles that talked. The performance was derailed
when a muscleman who claimed to be Godot arrived and declared
the wait to be over.
Adriene Jenik, a co-founder of Desktop Theater, said that
if the Internet was to be used in a theatrical way, "you have
to push against the boundaries to see what's possible."
Still, efforts like Mr. DeLappe's make sense to Robert
Thompson, a professor of television at Syracuse University.
When characters become as culturally ingrained as those from
"Friends," he said, "They become part of this repertory
theater that can be re-interpreted by other performers."
After all, isn't "Who's Afraid of Virginia Woolf?" just a
slightly more psychological version of Pong?